Sea Drake
CR 6, NE Large Dragon (aquatic)
Senses: Perception 10, Darkvision 60, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.
Speed: 20 ft., fly 60 ft. (average), swim 60 ft. Skills: Athletics 12, Intimidation 9, Stealth 11
Languages: Draconic
Ability Scores: Str 23 (+9), Dex 15 (+10), Con 18 (+7), Int 8 (+2), Wis 10 (+3), Cha 9 (+2)
INIT: +6 CP: +7 HP: 73 (7d12+28) SA: -- DC: 19
AC: 19 Touch: 11 Flat-footed: 17 [+2 Dodge, +8 Natural, -1 Size]
SR: -- Vulnerable: -- Resistant: -- Bypass: --
Immunity: Electricity Effect Immunity: Paralysis, Sleep
Amphibious (ex) - Even though aquatic, the creature can exist indefinitely on land.
Power Attack (ex) - A Sea Drake may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Sea Drake does one extra point of damage. The Sea Drake must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.
Attacks
- Melee (Natural) - 1 x bite +12 (1d8+6 plus 1d6 electricity). Reach: 10 ft.
- Melee (Natural) - 1 x tail slap +8 (1d8+3). Reach: 10 ft.
Fleet (Full Round)(ex) - When using a full-round action to move double its speed, the Sea Drake can also use its bonus action to run its movement in feet again.
Speed Surge (Bonus)(su) - This creature can use its bonus action as a movement action.
Ball Lightning Breath (su, Every 1d6 rounds) - This creature can breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of 100 feet, and deals 6d6 points of electricity damage (DEX save halves) to the primary target. After it strikes, the ball lightning can arc to 7 secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt.
Environment: any coastal
Organization: None
Treasure: standard
Not quite sea serpent or dragon, this vicious beast is covered with shiny blue-green scales. Its arms serve as both wings and flippers.